﻿////////////////////////////////////////////////////////////////////////////////////
//  CameraFilterPack v2.0 - by VETASOFT 2015 //////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

Shader "CameraFilterPack/Blur_Focus" {
	Properties 
	{
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TimeX ("Time", Range(0.0, 1.0)) = 1.0
		_Size ("Size", Range(0.0, 1.0)) = 1.0
		_Circle ("Circle", Range(0.0, 1.0)) = 1.0
		_Distortion ("_Distortion", Range(0.0, 1.0)) = 0.3
		_ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
		_CenterX ("_CenterX", Range(-1.0, 1.0)) = 0
		_CenterY ("_CenterY", Range(-1.0, 1.0)) = 0
	}
	SubShader 
	{
		Pass
		{
			ZTest Always
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#pragma target 3.0
			#pragma glsl
			#include "UnityCG.cginc"
			
			
			uniform sampler2D _MainTex;
			uniform float _TimeX;
			uniform float _Distortion;
			uniform float4 _ScreenResolution;
			uniform float _CenterX;
			uniform float _CenterY;
			uniform float _Circle;
			uniform float _Size;
			
		       struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
 
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
                  float4 vertex   : SV_POSITION;
                  fixed4 color    : COLOR;
           };   
             
  			v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                
                return OUT;
            }
			
			#define tex2D(sampler,uvs)  tex2Dlod( sampler , float4( ( uvs ) , 0.0f , 0.0f) )
			
			float2 barrelDistortion(float2 coord, float amt) {
				float2 cc = coord - float2(0.5 + _CenterX / 2 , 0.5 + _CenterY / 2);
				return coord + cc * dot(cc, cc) * amt;
			}

	
			float4 frag (v2f i) : COLOR
			{
				float2 uv=(i.texcoord.xy);
				fixed4 tx = 0.0;

				for(float u = 0.0 ; u < _Size ; u += 0.2) {
					fixed4 a=tex2D(_MainTex, barrelDistortion(uv,u/_Circle));
					tx += a;
				}
				tx /= _Size*5;
			return float4( tx.rgb , 1. );
			}
			
			ENDCG
		}
	}
}